Wilderness Exploration Revised (edited)

by DrewtheDruid

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Wilderness Exploration

Even the most deadly villains cannot compare to the dangers and disasters that can befall an adventurer caught unprepared in the Wilderness. Attempting to leave civilization can be fraught with peril, but it can also lead to vast wealth and incredible rewards. Where will your exploration lead?

Three Phases of Travel

In gameplay, each day while traveling overland can be separated into three functional parts: Travel, Camping, and Resting. The choices that characters make during these three phases directly impacts their success - and the dangers that they face - as they explore the wilds.

The Travel Phase

The majority of your time spent in the wilds will likely be on the move, so it's important to set your target from the time that you leave civilization. During the Traveling Phase, characters will resolve (1) Seasonal Weather/Moon Cycle, (2) Travel Pace, (3) Navigation, and (4) Scouting and Travel Encounters.

Maps

Any well-prepared adventurer should have a map - without one you'll quickly become lost. The DM should provide the party with a hex map of the region that they're traveling in. This map can come from a wandering merchant, a helpful questgiver, or "hand drawn" by a knowledgeable PC... but without one the party will have to resort to aimlessly wandering the wilderness - a tedious affair.

For the purposes of this ruleset, a single Hex should represent about 7 miles.

Seasonal Weather and Moon Cycle

The first step every day is to determine the weather and moon cycle. See the rules found after the Resting Phase.


Navigation Pace

After determining the weather/moon cycle, at the start of the day, the group will decide what they want their travel pace to be: Slow, Normal, or Fast. Traveling at a slower pace comes with certain advantages, while traveling at a speedier pace leaves you less time for other things.


Travel Pace Table


Pace Distance Modifier
Slow 1 Hex Adv. on Navigation & Scout checks
Normal 2 Hexes None
Fast 3 Hexes Disadv. on all Camping Activities rolls

Navigating the Wilderness

At the start of the day, the group will elect a Guide and up to two Scouts to help them navigate the wilderness.

Each time you change hexes, the Guide will make either a Wisdom (Survival) or an Intelligence (Investigation) check if the party has an accurate map, referred to as the Navigation check. The difficulty of this is determined by the terrain of the previous Hex. On a success the group successfully moves into the desired hex. On a fail, the group becomes lost. If the party is traveling along a road, the Guide automatically passes her Navigation check.

A lost group is unaware of which hex they are in, however, they have a basic understanding of which cardinal direction they're traveling in. When a group becomes lost, the DM will roll a d6. On a 1 or 2, the group ends up one hex counter-clockwise from their desired hex. On a 3 or 4, the group ends up in their desired hex. On a 5 or 6, the group ends up one hex clockwise from their desired hex.

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The group must then continue by traveling in a cardinal direction, continuing to make Survival or Investigation checks for every hex that they pass into. Only on a successful check do they discern their location on the map, potentially miles from their goal.

Terrain

The terrain that you're traveling through determines the difficulty of the navigation check.


Terrain Difficulty Table


Terrain DC
Coast, Lakes, or Rivers DC 5
Grasslands DC 5
Forests DC 5
Hills DC 10
Mountains DC 10
Ruins DC 10
Desert DC 15
Jungle DC 15
Swamp DC 15
Underground DC 20


























Encounters while Traveling

At the start of the day, the DM will determine whether and where there will be an encounter that day by rolling a d10 twice. The result of these rolls determines which hex (if any) an encounter occurs in as seen below. The more hexes that a party travels through, the more likely an encounter is to occur on that day.


Travel Encounter Table


Roll Encounter in Time of Encounter
1 - 4 Hex 1 Morning
5 - 8 Hex 2 Afternoon
9 Hex 3 Evening
10 None NA

If an encounter is rolled, then the DM will then make a follow-up roll on the Wilderness Encounter Table to determine what the encounter is.

Discerning Danger: The Scouts

Up to two characters that are not guiding can help the party by rolling a Wisdom (Perception) check to keep a lookout for danger by walking slightly ahead of the party. This check is referred to as the Scout Check.

The DC will set by the encounter the party faces. Upon a successful Scout Check, the Scout -- but only the Scout -- notices the encounter from afar.

The Scout must choose to travel either 50 ft., 100 ft., or 150 ft. in front of the party:

  • 50 ft. -- the Scout may not try to Hide because the party is so close, but the Scout can instantly notify the party of any impending encounter she notices.
  • 100 ft. -- the Scout may try to Hide, but takes her check at disadvantage if she also wants to instantly notify the party of any impending encounter she notices.
  • 150 ft. -- the Scout may try to Hide, but cannot both Hide and instantly notify the party of any impending encounter.

This distance also dictates the Scout's starting position in relation to the party in any ensuing combat encounter.

Forgoing Travel for a Day

Sometimes, the party will wish to take a day to rest instead of continuing to trudge along. In addition to all the normal effects of taking a day off, if the party chooses this:

  • Skip the Travel Phase except Weather and Moon Cycle.

  • Instead of rolling for a Travel Encounter, the DM will roll a d20 for a daytime encounter, adding any modifiers based on the previous night's campsite.

  • Each party member gets advantage on all Rations Die, Campsite Scouting, Makeshift Shelter, and Foraging rolls.


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The Camping Phase

Even while overlanding, there are still opportunities to slow down and take care of your basic human needs. This is what's represented in the Camping Phase -- hunting & foraging, cooking, setting up tents and bedrolls. During the Camping Phase, characters will resolve (1) any Camping Activities, and (2) their Rations Supply.

Camping Activities

During the Camping Phase, characters can undertake different activities to help provide for the group. Each character only has time for one activity, but any character can use their one activity to Help another character:

  • Scouting for a campsite -- Campsite Check
  • Building a makeshift shelter -- Makeshift Shelter Check
  • Foraging for supplies -- Forage Check
  • Other downtime activities

Scouting a Campsite: Campsite Check

There are many different types of campsites that can be found in the wilderness, depending on the needs of the party. Some are open and exposed, allowing the group to easily spot an approaching threat. Others are sheltered, allowing for ample protection from the weather.

When scouting a campsite, the character chooses a campsite from the table below, then makes either a Intelligence (Investigation) or Wisdom (Survival) check to determine if they can find that type of campsite. The DM can raise or lower the DC according to the terrain. For example, you might be able to find water in the desert by scouting out a unique oasis, but it's probably much more difficult than DC 5.

On a failed check, or if no character scouts for a campsite, the party camps in a Rocky Field.


Campsite Table


Campsite DC Effect
Rocky Field NA Disadv. on Forage check
+4 to Night Encounter roll
Near Fresh Water 5 -5 DC on Forage check
+4 to Night Encounter roll
Tree Stand (shelter) 10 +4 to Night Encounter roll
Small Clearing 10 +1 to Night Encounter roll
Adv. on Watch checks
Verdant Field 10 +1 to Night Encounter roll
Adv. on Forage checks
Hilltop 15 Adv. on Watch checks
Adv. on Forage checks
Old Tower (shelter) 15 Adv. on Watch checks
Farmhouse (shelter) 20 Adv. on Ration Die rolls
Cave (shelter) 20 -4 to Night Encounter roll

Makeshift Shelter: Shelter Check

When their campsite doesn't afford natural shelter, a character can attempt to build a shelter for up to six characters by making either an Intelligence or Dexterity check based on the following table.


Makeshift Shelter Table


Shelter Size DC
Shelter for 1 character 5
Shelter for 2-3 characters 10
Shelter for 4 characters 15
Shelter for 5+ characters 20

On a failed check, the character builds a structure capable of sheltering only the number of characters corresponding to one step lower on the table than what was attempted.


Foraging for Supplies: Forage Check

A character can attempt to forage or hunt for extra rations by making either an Wisdom (Survival) or Wisdom (Animal Handling) check based on the availability of resources as determined by the below chart. Characters can discern the DC for their current location on a successful DC Intelligence (Nature) check.

If successful, they can reroll a 1 or 2 on their daily Rations Die roll. If a character rolls a natural 20, they can increase their Rations Die by one size. If they are on their last ration or they do not have any rations remaining, a successful check counts as consuming one ration for that day.


Food and Water Availability


Terrain Characteristics DC
Abundant food and water sources 10
Limited food and water sources 15
Very little, if any, food and water sources 20

Other Downtime Activities

The Camping Phase, in total, lasts over the course of about 2 hours in game-time as the sun is setting. This is a good opportunity for a character to perform other tasks, such as copying spells into a spellbook, crafting (provided they have the appropriate materials), or other roleplaying scenarios.


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Rations Supply - The Rations Die

The wilds are a dangerous place, and oftentimes the amount of supplies needed to survive the elements can vary from day to day. The Rations Die is a method of tracking the amount of resources that you have remaining without requiring strict bookkeeping. At the end of the Camping Phase, every character must roll the Rations Die to determine how many supplies they have remaining.

The Rations Die in Action

Instead of tracking each individual ration, each character starts with a d12 — this is your Rations Die. While you're away from civilization, roll it at the end of every day: if you roll a 1 or 2, the die gets one size smaller:

d12 → d10 → d8 → d6 → d4 → 1

If characters successfully Foraged for Supplies, they may reroll a 1 or a 2. If they rolled a natural 20 on their Forage Check, they may increase their Rations Die size by 1 step.

If you are down to one ration and you use it, that's it — you've consumed everything, so completely remove your Rations Die from your inventory.


Rations Die Table


Die Size Remaining Uses* (avg.) Die Size Remaining Uses* (avg.)
d12 6 d6 3
d10 5 d4 2
d8 4 1 1

Running out of Rations

If a character does not have any rations to consume during the Camping Phase, they gain one level of Exhaustion.


Replenishing Rations

To increase your Rations Die you can:

  • purchase new rations from any civilized location,
  • receive rations from someone else,
  • forage for more supplies (natural 20)
  • or cast certain spells.

Purchasing Rations

Even the smallest villages have enough rations to replenish a group of adventurers to a full d20 Rations Die. In order to increase your Rations Die by one step, you must pay a number of gp according to the below table.




Rations Cost Table


Current Rations Die Cost to Increase Size by 1 (gp) Cost to Increase to d12 (gp)
d12 NA NA
d10 6 6
d8 5 11
d6 4 15
d4 3 18
1 2 20
0 1 21

Receiving Rations from Someone Else

Characters can exchange rations freely, however to do so the player giving the supplies must decrease their Rations Die by one step, allowing the character who receives the supplies to increase their Rations Die by one step.

It's possible to find rations on defeated enemies, or in supply caches around the world. In such cases, the DM determines how many characters can increase their Rations Die, and by how many steps.


The Resting Phase

After a long day of travel, nothing is more important than getting a good night of sleep. And yet, sometimes the worst dangers come out in the cover of night. The group will need to remain vigilant if they hope to survive.

Fire

The first decision to be made is whether or not the group wants to keep a fire. Without a fire, any creature without Darkvision suffers Disadvantage on their Watch check. However, a fire can also bring the consequences of attracting undue attention. Any time the party keeps a fire, the DM adds +1 to the Encounter Roll.

Additionally, a fire might be advisable in cold or rainy weather (see Blizzard, Thunderstorm, and Freezing Cold).

Keeping Watch: Watch Check

Keeping watch is an important part of staying safe throughout the night. If the characters do not keep watch, then any creatures that they encounter will be able to sneak up on them unaware, almost ensuring their demise. The number of watches, the number of people on each watch, and how long each watch lasts is all determined by the players.

While on watch, the character makes a Wisdom (Perception) check to determine if they sense any approaching threat. Certain campsite locations can provide advantage on this roll.

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Encounters while Resting

The DM will determine if there are any Encounters while resting by rolling a D20, and adding any modifiers from their campsite location or use of a fire. On a 10 or less, the night passes uneventfully.

On a result greater than a 10, the DM will roll again randomly determine which watch the encounter occurs in.

Typically, an encounter won't last long enough to seriously disrupt a character's long rest. Once the encounter is over, the watches may resume until the morning.

Waking Up

After all watches have been completed, the whole
party receives the benefits of a Short or Long Rest, depending on whether the party is in an Arcane Field (see below). They then begin again with the Traveling Phase for a new day.

Exhaustion and Lingering Injuries

When traveling through the wilderness for extended periods of time, characters are likely to get beaten, bruised, and downright tired. The following rules provides a way to keep track of just how beaten up and tired characters get while making wilderness travel more suspenseful by forcing characters to make many difficult choices in the Traveling, Camping, and Resting Phases.

Exhaustion

Some spec⁠ial abi⁠lities and environmental hazard can lead to a spe⁠cial condition called exhaustion A character may become exhausted because:

  • They ran out of rations
  • They are traveling quickly in Heavy Rain, Snow, Blizzard, or Thunderstorm weather conditions
  • They spend the night in a Blizzard or Thunderstorm without shelter and a fire
  • They spend the day in Freezing Cold or Scorching Heat weather conditions
  • They suffer a Lingering Injury

Exhaustion is measured in six levels. An effect can give a creature one or more levels of exhaustion, as specified in the effect’s description.

Exhaustion Table


Level Effect
1 Disadvantage on Ability Checks
2 Speed halved
3 Disadvantage on Attack rolls and Saving Throws
4 Hit point maximum halved
5 Speed reduced to 0
6 Death


If an already exhausted creature suffers another effect that causes exhaustion, its current level of exhaustion increases by the amount specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1.

A creature’s exhaustion level is reduced by 1 whenever they complete up to 8 hours of rest, provided that the creature has also ingested some food and drink. Also, being raised from the dead reduces a creature's exhaustion level by 1.


Lingering Injuries

A character suffers a lingering injury when:

  • They take a critical hit
  • They drop to 0 hit points but are not killed outright
  • They fail a death saving throw by 5 or more

Whenever a creature suffers a lingering injury, they gain 1 level of exhaustion.

5

Seasonal Weather and Moon Cycles


Moon and Season Cycles

The moon phase determines how much light there is at night. The moon's light is imbued with life-giving magic, the total absence of which plunges the world into magical darkness.

Many monsters and beasts are attuned to the moon cycle, so any would-be adventurers should be wary of traveling at certain times of the month.


Moon Cycle Table


Cycle Day Moon Phase Amount of Light at Night
1 New Moon Magical Darkness (Lv. 2)
2-12 Waxing Crescent Darkness
13-14 Near Full Dim Light
15 Full Moon Magical Daylight (Lv. 3)
16-17 Near Full Dim Light
18-28 Waning Crescent Darkness

Seasons and Soltices

Each season lasts for exactly one moon cycle. The yearly cycle of the sun also makes for two special days of the year: the Winter Solstice and the Summer Solstice.

  • Winter Solstice -- on the day of the Winter New Moon, the sun does not rise in the sky, nor does it even hover close to the horizon. Because this day always coincides with the New Moon, the world is plunged into 24 hours of magical darkness.

  • Summer Solstice -- on the day of the Summer Full Moon, the sun never sets, and the Full Moon joins her in the sky to produce 24 hours of magical daylight.


Weather Conditions

The weather may be normal, extreme, or strange, and each type differs depending on the season.

To determine the weather for the day, at the start of each day roll a d100 and consult relevant seasonal table.

Variant: Slowly Changing Weather.

Alternatively to making it full random, you can simply have the result move one step up or down the seasonal table if you roll higher or lower. If you are rolling multiple times per day, this will provide smoother climate transitions.


Winter


d100 Weather Type Weather
1-10 Extreme (Winter) Freezing Cold
11-20 Extreme (Winter) Blizzard
21-50 Normal (Winter) Snow
51-98 Normal (Winter) Clear Skies
99 Extreme (Spring) Thunderstorm
100 Strange Strange Phenomena

Spring


d100 Weather Type Weather
1-5 Extreme (Winter) Blizzard
6-20 Normal (Spring) Snow
21-80 Normal (Spring) Clear Skies
81-94 Normal (Spring) Heavy Rain
95-99 Extreme (Summer) Thunderstorm
100 Strange Strange Phenomena

Summer


d100 Weather Type Weather
1-10 Extreme (Summer) Scorching Heat
11-20 Extreme (Summer) Thunderstorm
21-50 Normal (Summer) Heavy Rain
51-98 Normal (Summer) Clear Skies
99 Extreme (Fall) Blizzard
100 Strange Strange Phenomena

Fall


d100 Weather Type Weather
1-5 Extreme (Summer) Thunderstorm
6-20 Normal (Fall) Heavy Rain
21-80 Normal (Fall) Clear Skies
81-94 Normal (Fall) Snow
95-99 Extreme (Winter) Blizzard
100 Strange Strange Phenomena
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Normal Weather

Clear Skies (All seasons)

Clear skies during the day and a view of the stars at night.

Heavy Rain

  • Either your travel pace is slowed by 1 hex, or take a level of Exhaustion.
  • If you attempt to take a rest without shelter, you must make a DC 10 Constitution saving throw to gain its benefits.

Snow

  • Either your travel pace is slowed by 1 hex, or take a level of Exhaustion.
  • If you attempt to take a rest without shelter and a fire, you must make a DC 10 Constitution saving throw to gain its benefits.

Extreme Weather

Freezing Cold (Winter only)

Frostbite-inducing cold that can be deadly.

  • At the end of the day, characters must make a DC 14 Constitution saving throw or take 3d4 cold damage and take a level of Exhaustion. Characters have advantage if they have shelter and a fire at the end of the day.
  • Cold damage rolls get +4. Fire damage rolls get -4.

Blizzard

Thick snow falls, making travel extremely uncomfortable.

  • Each character that travels during a blizzard must roll a d100. On a 1 or 2, the character got lost and split from the rest of the group because of the heavy snowfall. They must perform the Camping and Resting Phase alone that night.
  • Either your travel pace is slowed by 1 hex, or take a level of Exhaustion.
  • If you rest without shelter and fire, you must make a DC 12 Constitution saving throw to gain its benefits.
  • Cold damage rolls get +2. Fire damage rolls get -2.

Thunderstorm

Lightning flashes and thunder crashes.

  • Each character that travels during a thunderstorm must roll a d100. On a 1, the character is struck by lightning, dealing 2d12 lightning damage. On a 100, the character is struck by lighting but is unharmed -- instead, all their attacks do an added +2 lightning damage for 24 hours.
  • Either your travel pace is slowed by 1 hex, or take a level of Exhaustion.
  • If you rest without shelter and fire, you must make a DC 12 Constitution saving throw to gain its benefits.
  • Lightning and thunder damage rolls get +2.

Scorching Heat (Summer only)

Blistering heat that can be deadly.

  • At the end of the day, characters must make a DC 14 Constitution saving throw or take 3d4 fire damage and gain a level of Exhaustion. Characters have advantage if they spend a Rations Die.
  • Fire damage rolls get +4. Cold damage rolls get –4.

Strange Phenomena

The world is a weird place. The DM may either have the players roll or choose a story-specific phenomena.


Strange Phenomena Table


d6 Phenomena
1 Volcanic Eruption
2 Solar Eclipse
3 Northern Lights
4 Meteor Shower
5 Malevolent Storm
6 Wild Magic Storm
Volcanic Eruption

Heavy white clouds of swirling smoke fill the sky, and it rains ash that coats everything in little flecks. The smell of sulphur permeates the air.

  • If party is >10 miles from a mountain, nothing happens.
  • If party is <10 miles, the DM initiates a skill challenge.
Solar Eclipse

For 8 hours during the day, it becomes night. The DM will either select a dramatic time or randomly determine it.

Northern Lights

Strange swirls of green, blue, and purple fill the sky. For seven nights, these lights shed magical dim light (Lv. 3) when the weather is not Heavy Rain, Blizzard, or Thunderstorm.

Meteor Shower

Stars begin to fall from the sky as lumps of stone and metal.

  • All creatures gain 1 luck point as per the Lucky feat, which lasts until used or for 24 hours.
  • Roll d100. On a 1, a meteor hits d6-1 miles away in a d8 direction, causing 10d6 bludgeoning damage in 100 ft. radius. On a 100, one character gets a Wish.
Malevolent Storm

A mysterious thunderstorm seems to seek creatures out.

  • Same as a Thunderstorm but roll the d100 three times.
  • In addition, on a 2-10 for any of these rolls, the characters are attacked by Air Elementals.
Wild Magic Storm

Fluctuations in the weave drive strange phenomena across the world. Rail falls upwards, plants bloom unseasonably, and people everywhere see apparitions of the dead and gone.

  • There is a high chance of encounters with sentient plants, ghosts, and strange illusions.
  • All spells cast are naturally upcasted by 1 level, but trigger a Wild Surge as per a Wild Magic Sorcerer class feature.
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Resting Rules - Gritty Realism and "Arcane Fields"

While traveling on the Lord's Road, the party decides to rest for an hour while a storm rages outside the cave where they shelter. Though its a temporary respite, the party finds that their injuries from their last combat don't heal as quickly as they thought they would.

Deep in an underground cavern rife with monsters, the party can feel a gentle arcanic, almost-electric buzz permeating the air. They stop to dress their wounds for a moment, but find that their magic quickly regenerates and their wounds have healed into scars in a mere hour.

This variant rule presents the concept of a "magic field" and a dichotomy -- two different durations for short/long rests depending on whether the party is in a Arcane Field.

Arcane Fields

There are areas of ambient arcane energy like the above-described all over the world, some naturally occurring and others created by creatures. They are called "arcane fields."

Adventurers aren't the only creatures attracted to these areas. Monsters, beasts, and shady individuals are all drawn to these fonts of raw arcane energy. This often explains why characters find an abundance of rare monsters in these areas. The type of monsters inhabiting a particular area will often depend on the source of that area's arcane energy.

Like many adventures, creatures are empowered by the arcane energy found in these fields. They can often take on forms or perform feats that they could never do in non-magical areas.

The Source of Arcane Fields

There are a variety of magics that will result in the existence of an arcane field.

In some, the source of the arcanic energy is naturally occurring. The source might be a magical artifact lost to time, whose long-time presence in the area has led to a build up of arcane energy. Or, the source of magic may be a pristine cavern waterfall whose sheer wildness has rendered the area a holy site of the nature gods. Sometimes, even just the presence of an extra-planar or especially magical creature may render the area magical, as this creature is so brimming with arcane energy that it overflows into its surroundings.

Alternatively, the various races have all developed methods to create an arcane field from scratch by channeling the power of their gods. Usually, this is done through the construction and blessing of a shrine, temple, or statute. This takes much time, effort, and arcane knowledge to do. Yet, almost every town of at least a certain size has such an arcane channel, meaning almost every town is a magic field. This can often have the unfortunate side effect of attracting frequent attacks by various monsters.

Lastly, most people growing up have heard legends of dark rituals that can instantaneously generate an arcane field.

Discerning Arcane Fields

Characters can always discern when they are in these areas, as they feel an overwhelming weight of arcane energy permeating the very air and empowering their abilities.

However, characters can usually not tell why the area is magical -- i.e. what the source of magic is. This can be important because the type of objects, monsters, beasts, and evil creatures inhabiting the area will usually depend on why the area is magical.

Characters can attempt to discern this on a DC 10 or 15 skill check, depending on the following. The character rolls a d20 and chooses either their Arcana, History, Nature, or Religion proficiency to add to the roll, depending on their guess for the source of the magic:

  • Arcana -- the source is some type of powerful energy eminating from either a creature or a ritual being performed.
  • History -- the source is a long-lost magical artifact whose energy has built up over time.
  • Nature -- the source is a wild area untouched by anything but the nature gods.
  • Religion -- the source is some connection to a god and its worshippers.

If the character guesses the correct proficiency (as determined by the DM), the DM will not tell the character that they guessed correctly. Instead, in secret the DM will add the character's chosen proficiency bonus to the roll and check it against a DC 10. If the character guesses wrong, the DM will not add any proficiency, checking the bare roll against DC 15.

Resting Durations

The duration required for a short/long rest will depend on whether the characters are in an arcane field when they take their rest.

Resting in Arcane Fields (Normal)

While in an arcane field, the magic energy infusing the area causes the party's wounds to heal much quicker:

  • In magic fields, it takes 1 hour to complete a short rest and 8 hours to complete a long rest.

  • All the normal rules for resting still otherwise apply.

Resting Outside Arcane Fields (Gritty Realism Variant)

Outside of arcane fields, the party's wounds heal slowly:

  • Outside of deep fields, it takes 8 hours to complete a short rest and 24 hours to complete a long rest.

  • All the normal rules for resting still otherwise apply.

8

Revised Backgrounds, Features & Spells

Background Features

The following Background Features are adjusted as follows:

Outlander - Wanderer

  • You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
    • While lost, you have advantage on the Navigation check to refind your location.
    • In addition, when you successfully forage for food, up to 5 creatures can make their Rations Die rolls at advantage.

Fisher - Harvest the Water

  • You gain advantage on ability checks made using fishing tackle. If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisher, and you can catch enough food to feed yourself and up to ten other people each day.
    • ...and when you successfully forage for food, up to 10 creatures can make their Rations Die rolls at advantage.

Class Features

The following Class Features are adjusted as follows:

Ranger - Natural Explorer

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • In the Travel Phase, you may be nominated to be both the Guide and the Scout.

  • If you are traveling alone, you can move stealthily at a normal pace.
  • If you are traveling alone, you gain the advantages of a Slow Pace even while traveling at a Normal Pace.

  • When you forage, you find twice as much food as you normally would.
  • When you succeed on a forage check, you do not need to roll your Rations Die for that day.

Spells

Casting certain spells can aid you in your exploration of untamed lands. The following spells bypass the use of your Rations Die, or even increase it in certain situations.

Create Food and Water

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

  • When cast, up to 15 creatures do not need to make a Rations Die check for that day.

Create or Destroy Water

You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.

  • When cast to create 10 gallons of water during the day, reduce the Foraging DC for up to 10 creatures by 5.

Goodberry

Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

  • ...most of the nourishment needed to sustain a creature for one day. Any creature that consumes a Goodberry can reroll a 1 or a 2 on their Rations die once.

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Wilderness Encounter Table




d100 Type Encounter Notes
1 Merchant Tortle(s) DC 5 Scout/Watch check if not on road
2 Merchant Dwarve(s) DC 5 Scout/Watch check if not on road
3 Merchant Half-Orc(s) DC 5 Scout/Watch check if not on road
4 Merchant Elves DC 5 Scout/Watch check if not on road
5 Merchant Human(s) DC 5 Scout/Watch check if not on road
6 Good Event Wagon Trouble No check required
7 Good Event Good Omen No check required
8 Good Event Naked Gnome No check required
9 Good Event Fields of Berries No check required
Increase all Rations Die by 1 size
10 Good Event Hidden Cache DC 15 Scout/Watch check
11 Friendly Group Experienced Adventurers No check required
May provide one magical item
12 Friendly Group Ranger + Animal Companion DC 20 Scout/Watch check
If failed, Ranger steathily follows party for a while
13 Friendly Group Traveling Priestess No check required
DM determines religion and why she's traveling
14 Friendly Group Big Game Hunters DC 10 Scout/Watch check
Party may spot a herd before/after encounter
15 Friendly Group Military Scouts DC 10 Scout/Watch check
Provides news of nearby evil creatures
16 Friendly Group Traveling Farmer No check required
Provides local nature lore -- get adv. on Forage rolls that day
17 Friendly Group Innocuous Wild Animal DC 15 Scout/Watch check
If failed, will burst through path/camp
18 Friendly Group Refugees No check required
If party donates enough food/clothing, may provide one magic item
19 Friendly Group Human Knight Party No check required
They are searching for a wanted criminal whose
description matches a member of the party
20 Friendly Group Elven Nobles Party DC 10 Scout/Watch check
They'd prefer to avoid the party
21 Friendly Group Rowdy Bard Party No check required
Can be convinced to sing a song for the party
22 Friendly Group Dwarven Paladin Party No check required
23 Friendly Group Wandering Elf Druid DC 15 Scout/Watch check
24 Friendly Group Traveling Human Wizard DC 15 Scout/Watch check
Tries to hide using illusion magic
25 Friendly Group Half-Orc Clerics No check required
Can be convinced to heal party members
26 Friendly Group Friendly Outlaw Rogue DC 20 Scout/Watch check
If failed, may follow the party and try to pickpocket
Either way, will try to sell valuable stolen goods for super cheap
27 Friendly Group Traveling Monks No check required

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Type Encounter Notes
28 Friendly Group Goliath Barbarian Nomads No check required
29 Friendly Group Nondescript Old Man (Sorcerer) No check required
If bullied, will attack
30 Place Recent Battlefield No check required
31 Place Burn-Scarred Ruins DC 10 Scout/Watch check
32 Place Abandoned Shrine DC 10 Scout/Watch check
33 Place Semi-abandoned Shrine DC 10 Scout/Watch check
34 Place Dig Site No check required
35 Place Old Statute No check required
36 Place Druid Grove DC 15 Scout/Watch check
37 Place Glowing Pond DC 20 Scout/Watch check
One magic item on bottom of pond
38 Side Quest Hook TBD Campaign-specific quest
39 Side Quest Hook TBD Campaign-specific quest
40 Side Quest Hook Vows Are Pacts, Too Spiritual quest
41 Side Quest Hook The Dead Druid Spiritual quest
42 Side Quest Hook The Slavers Search and Destroy quest
43 Side Quest Hook The Sacked Village Search and Destroy quest
44 Side Quest Hook The Cavern Item retrieval quest
45 Side Quest Hook The Killing Field Item retrieval quest
46 Side Quest Hook The Curious Incident of the Night Dog Mystery quest
47 Side Quest Hook The Crashed Airship Mystery quest
48 Side Quest Hook The Tower of Dread Rescue mission
49 Side Quest Hook The Farmer's Daughter Rescue mission
50 Bad Event Heavy Fog Disadv. on all Travel, Camping,
and Resting Phase checks
Visibility is reduced to 50 ft. until the next day
51 Bad Event Impassible Cliff The party must return to the hex it came from
before continuing to travel
52 Bad Event Whispersing Woods Series of d4+1 trees fall on party
DC 12 Dexterity saving throw or 2d8 damage
53 Bad Event Physical Traps Series of d4+1 hidden traps (DC 15 Scout Check)
DM chooses why these traps are here
54 Bad Event Magical Traps Series of d4+1 hidden traps (DC 15 Scout Check)
DM chooses why these traps are here
55 Bad Event Sinkhole Skill Challenge
56 Bad Event Earthquake Skill Challenge
57 Bad Event Forest Fire Skill Challenge
58 Bad Event Stampede Skill Challenge
59 Bad Event Avalanche/Mudslide (depending on season) Skill Challenge
60 or
above
Combat Random or
Campaign-Specific
(DM's choice)
Difficulty/creatures depends on:
- Current terrain/season
-PC level and # of PCs
-how many combat encounters since last long rest

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Credits

WotC

"Wilderness Exploration Revised" is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

Art

Inspiration/Credits

  • Inspiration and mechanics for the Rations Die come from u/giffyglyph and their Ammunition Die mechanic.
  • u/stirls101 came up with almost all of rules for the Travel/Camping/Resting phases. I just tweaked them and added a couple things.
  • The rules for weather conditions is adapted from rules originally created by u/KibblesTasty. I modified them to fit in with u/stirls101's exploration rules and tweaked them a bit.
  • The idea for Arcane Fields came from u/JohnnyBigBonesDM, who first suggested using different resting rules for overland travel vs. dungeoncrawling.

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